Unresolvable big hole?
So, from what I've gathered through the few online posts about this, there's no definitive answer to this problem. So I'll ask here, to be 100% sure. There is no solution to this big hole appearing beneath the player when fast flying? FAQ does mention holes, but I think I know what holes it's referring to (cause I may have this problem too) and the description is not this.
Here, I'm using Creative Fly, but sometimes it does that even while flying with the Elytra. This is single player, 1.21.8, 21 vanilla chunks, 8GB of memory allocated for MC and shaders are the latest version of MakeUp UltraFast (the situation does not change with or without shaders). Also, sometimes this lasts about 10-20 seconds before rendering it all, other times it seems to last forever.
These are all my other mods:
* Ambient Sounds
* AppleSkin
* Better Advancements
* BetterF3
* Better Third Person
* Concurrent Chunk Management Engine (C2ME)
* Cherished Worlds
* Cool Rain
* Creative Fly
* Do a Barrel Roll
* Easy Anvils
* Easy Magic
* Entity Culling
* Falling Leaves
* FallingTree
* FerriteCore
* Horseman
* Iris Shaders
* InvMove
* REI
* Lithium
* Mod Menu
* NoisiumForked
* Not Enough Animations
* Ore Discovery Broadcast
* Presence Footsteps
* Reese's Sodium Options
* Shulker Box Tooltip
* Sit
* Sodium
* Sodium Extra
* Sound Physics Remastered
* Tiny Item Animations
* Vanilla Refresh
Solution:Jump to solution
Yea, I have read that. So it's kinda unresolvable (if there's anything to solve) when flying fast? I just need to move slower and give MC the time to load?
12 Replies
!overdraw
Q: There are holes at the edge of vanilla Render Distance, especially during movement
A: This is caused by either vanilla terrain not loading in fast enough, or shader's incorrect overdraw prevention implementation or configuration (if you use one)
Some world gen speed improvement can be found when adding these three mods, but the affect will be minor:
- Noisium
- Faster Random
- C2ME (DH 2.3.0+)
The easiest fix is to move slower and/or ignore it. This hole is most visible while moving over not generated (by vanilla) terrain. Moving over that terrain every subsequent time may not create the hole. And moving slower will give MC more time to load the chunks as you go.
If none of that helped, you can also tune the overdraw prevention, look at the third section to know how.
Q: There are low quality full blocks behind and around non-full block, e.g. fences or ladders
A: This is intended behavior, to prevent holes in the world while you move, DH will overlap with some part of the vanilla terrain.
How much of the terrain is covered is determined by the overdraw prevention:
1.0 will mean DH LODs start where vanilla chunks end.
0.1 will mean that DH render very close to the players position.
0.0 sets it on auto mode.
To fix this, you can either:
Increase your vanilla RD, which will move the DH LODs further from you.
Tune the Overdraw Prevention setting, see the next section to know how.
Q: Where do I edit the overdraw prevention setting?
A: Overdraw prevention setting can be edited inside the DH config under:
Advanced > Graphics > Culling
BUT: if you use shaders, they will influence overdraw prevention. The effectiveness of overdraw prevention depends on the shader’s internal settings, which may or may not be adjustable. However, the shader’s overdraw prevention will always operate within the limits set by DH’s overdraw prevention. To avoid conflicts, ensure that DH’s overdraw prevention is not set too high.
Solution
Yea, I have read that. So it's kinda unresolvable (if there's anything to solve) when flying fast? I just need to move slower and give MC the time to load?
yes
you either always have overdraw (lods rendered on top of vanilla chunks) or you have holes when the vanilla chunks dont render in time
what does it mean that I should tune overdraw tho? I mean, to what value?
well the value changes the distance when the overdraw prevention kicks in, i believe default is at the edge of vanilla render distance, and lower values mean lods render closer to you and end up on top of vanilla chunks
but when using shaders you have to go by the settings that the shader implemented if any
so what happens when that value goes up, let's say over vanilla chunks? does it mean that LODs are gonna be loaded even further away?
I don't think my shaders have that option. Like I said I'm using MakeUp UltraFast
it doesnt accept values over 1
then yea you cant change overdraw distance with that shader
so it's like a percentage
there's no difference between 0 (auto) and 1 I guess then
not sure exactly how auto works tbh
says overdraw will change based on the vanilla render distance
huh i thought it's a percentage of the vanilla render distance anyways